/* CoralCube | Massively Multiplayer Online Role-Playing Game(MMORPG) Emulator.
|* 
|* Copyright (C) 2005-2010 MaNGOS <http://getmangos.com/>
|*               2008-2010 TrinityCore <http://www.trinitycore.org/>
|*               2008-2010 CoralCube <http://www.CoralCube.com/>
|*
|* This program is free software. You can redistribute it and/or modify it under the terms of 
|* the GNU General Public License as published by the Free Software Foundation, either 
|* version 2 of the License.
|*
|* This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY, 
|* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 
|* See the GNU General Public License for more details.
|*
|* You should have received a copy of the GNU General Public License along with this program. 
|* If not, see <http://www.gnu.org/licenses/>.
|*/

#ifndef CORE_INSTANCE_DATA_H
#define CORE_INSTANCE_DATA_H

#include "ZoneScript.h"
#include "World.h"
#include "GameObject.h"
#include "Map.h"

#define OUT_SAVE_INST_DATA             sLog.outDebug("RSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d)", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define OUT_SAVE_INST_DATA_COMPLETE    sLog.outDebug("RSCR: Saving Instance Data for Instance %s (Map %d, Instance Id %d) completed.", instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define OUT_LOAD_INST_DATA(a)          sLog.outDebug("RSCR: Loading Instance Data for Instance %s (Map %d, Instance Id %d). Input is '%s'", instance->GetMapName(), instance->GetId(), instance->GetInstanceId(), a)
#define OUT_LOAD_INST_DATA_COMPLETE    sLog.outDebug("RSCR: Instance Data Load for Instance %s (Map %d, Instance Id: %d) is complete.",instance->GetMapName(), instance->GetId(), instance->GetInstanceId())
#define OUT_LOAD_INST_DATA_FAIL        sLog.outError("RSCR: Unable to load Instance Data for Instance %s (Map %d, Instance Id: %d).",instance->GetMapName(), instance->GetId(), instance->GetInstanceId())

class Map;
class Unit;
class Player;
class GameObject;
class Creature;

typedef std::set<GameObject*> DoorSet;
typedef std::set<Creature*> MinionSet;

enum EncounterState
{
    NOT_STARTED   = 0,
    IN_PROGRESS   = 1,
    FAIL          = 2,
    DONE          = 3,
    SPECIAL       = 4,
    TO_BE_DECIDED = 5,
};

enum DoorType
{
    DOOR_TYPE_ROOM = 0,
    DOOR_TYPE_PASSAGE,
    MAX_DOOR_TYPES,
};

enum BoundaryType
{
    BOUNDARY_NONE = 0,
    BOUNDARY_N,
    BOUNDARY_S,
    BOUNDARY_E,
    BOUNDARY_W,
    BOUNDARY_NE,
    BOUNDARY_NW,
    BOUNDARY_SE,
    BOUNDARY_SW,
    BOUNDARY_MAX_X = BOUNDARY_N,
    BOUNDARY_MIN_X = BOUNDARY_S,
    BOUNDARY_MAX_Y = BOUNDARY_W,
    BOUNDARY_MIN_Y = BOUNDARY_E,
};

typedef std::map<BoundaryType, float> BossBoundaryMap;

struct DoorData
{
    uint32 entry, bossId;
    DoorType type;
    uint32 boundary;
};

struct MinionData
{
    uint32 entry, bossId;
};

struct BossInfo
{
    BossInfo() : state(TO_BE_DECIDED) { }
    EncounterState state;
    DoorSet door[MAX_DOOR_TYPES];
    MinionSet minion;
    BossBoundaryMap boundary;
};

struct DoorInfo
{
    explicit DoorInfo(BossInfo *_bossInfo, DoorType _type, BoundaryType _boundary) : bossInfo(_bossInfo), type(_type), boundary(_boundary) { }
    BossInfo *bossInfo;
    DoorType type;
    BoundaryType boundary;
};

struct MinionInfo
{
    explicit MinionInfo(BossInfo *_bossInfo) : bossInfo(_bossInfo) { }
    BossInfo *bossInfo;
};

typedef std::multimap<uint32 /*entry*/, DoorInfo> DoorInfoMap;
typedef std::map<uint32 /*entry*/, MinionInfo> MinionInfoMap;

class InstanceScript : public ZoneScript
{
public:

    explicit InstanceScript(Map *map) : instance(map) { }
    virtual ~InstanceScript() { }

    Map *instance;

    //On creation, NOT load.
    virtual void Initialize() { }

    //On load
    virtual void Load(const char * data) { LoadBossState(data); }

    //When save is needed, this function generates the data
    virtual std::string GetSaveData() { return GetBossSaveData(); }

    void SaveToDB();

    virtual void Update(uint32 /*diff*/) { }

    //Used by the map's CanEnter function.
    //This is to prevent players from entering during boss encounters.
    virtual bool IsEncounterInProgress() const;

    //Called when a player successfully enters the instance.
    virtual void OnPlayerEnter(Player *) { }

    //Handle open / close objects
    //use HandleGameObject(0, boolen, GO); in OnObjectCreate in instance scripts
    //use HandleGameObject(GUID, boolen, NULL); in any other script
    void HandleGameObject(uint64 GUID, bool open, GameObject *go = NULL);

    //change active state of doors or buttons
    void DoUseDoorOrButton(uint64 uiGuid, uint32 uiWithRestoreTime = 0, bool bUseAlternativeState = false);

    //Respawns a GO having negative spawntimesecs in gameobject-table
    void DoRespawnGameObject(uint64 uiGuid, uint32 uiTimeToDespawn = MINUTE);

    //sends world state update to all players in instance
    void DoUpdateWorldState(uint32 uiStateId, uint32 uiStateData);

    // Send Notify to all players in instance
    void DoSendNotifyToInstance(const char *format,...);

    // Complete Achievement for all players in instance
    void DoCompleteAchievement(uint32 achievement);

    // Update Achievement Criteria for all players in instance
    void DoUpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscvalue1=0, uint32 miscvalue2=0, Unit *unit=NULL, uint32 time=0);

    // Start/Stop Timed Achievement Criteria for all players in instance
    void DoStartTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);
    void DoStopTimedAchievement(AchievementCriteriaTimedTypes type, uint32 entry);

    // Remove Auras due to Spell on all players in instance
    void DoRemoveAurasDueToSpellOnPlayers(uint32 spell);

    // Return wether server allow two side groups or not
    bool ServerAllowsTwoSideGroups() { return sWorld.getBoolConfig(CONFIG_ALLOW_TWO_SIDE_INTERACTION_GROUP); }

    virtual bool SetBossState(uint32 id, EncounterState state);
    EncounterState GetBossState(uint32 id) const { return id < bosses.size() ? bosses[id].state : TO_BE_DECIDED; }
    const BossBoundaryMap * GetBossBoundary(uint32 id) const { return id < bosses.size() ? &bosses[id].boundary : NULL; }

    // Achievement criteria additional requirements check
    // NOTE: not use this if same can be checked existed requirement types from AchievementCriteriaRequirementType
    virtual bool CheckAchievementCriteriaMeet(uint32 /*criteria_id*/, Player const* /*source*/, Unit const* /*target*/ = NULL, uint32 /*miscvalue1*/ = 0);
protected:
    void SetBossNumber(uint32 number) { bosses.resize(number); }
    void LoadDoorData(const DoorData *data);
    void LoadMinionData(const MinionData *data);

    void AddDoor(GameObject *door, bool add);
    void AddMinion(Creature *minion, bool add);

    void UpdateDoorState(GameObject *door);
    void UpdateMinionState(Creature *minion, EncounterState state);

    std::string LoadBossState(const char * data);
    std::string GetBossSaveData();
private:
    std::vector<BossInfo> bosses;
    DoorInfoMap doors;
    MinionInfoMap minions;
};
#endif
